Conversions and homebrew

So, the beta is over, the game is out sometime next year, the beginner game is slated for next month.

Over on the ffg forums there has been some complaints about the amount of stuff and stats being low - which for a beta is understandable to some of us, but not others.

Because of that lack of stuff and stats, particularly starships, but also a lack of different types of weapons and attachment options for melee weapons, a few people started to throw around some ideas. Based on those ideas, and the early sketches of other peoples' work, I have thrown together a fringers' supplement for the up-and-coming group of free-traders and freebooters.

It's still very much untested and unused, but it contains quite a bit of stuff now.

A note on the starship: They do not have EotE encumbrance capacity listed - because converting from tons to enc is not easily understood.

A note on the weapons: The list presented is quite long, yet the differences are quite minor in many instances. I've added a few qualities and attachments to in some way quantify them, which wasn't that easy. Since there's no damage dice, increasing damage is a bit different than just adding a +1 to a d8 or similar. I am also in the process of making weapons manufacture templates, as a different solution and way to go about making signature weapons. When, or if, those ever get to a point where they can be tested, it will be updated. They will also not be intended to be used with the weapons already presented.

Now, here's a thread on d6 conversions - particularly characters PCs or NPCs. Aramis' post - the third post from the top - covers some basic ideas of how to translate characteristics and skills from d6 to eote.

"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

As I'm expanding upon the Fringers' guide, and starting out on the Known Threats guide (imps, evil pirates and law enforcement - even some rebellion stats as they can be opponents of pirate players and the like) - I was wondering what sort of stuff people would like to see that is not already included in the Fringers' catalogue, and also what they'd like to see in the Known Threats catalogue.

My thoughts for the Fringers' catalogue is bascially some more ship stats, variants of what is already there, and in the EotE book, and other stuff. Additionally I have to work out a good solution for the gear manufacturer templates - the alternate way to special weapons. I have not really intended to include any NPCs in there, but I might as my campaign is going forward and I have a few now that could work for other's.

The idea for Known Threats is imperial ships, rebellion ships, pirate-type ships - mostly capital and fighters, but transports might also pop up (I have a collaborator on the ship part which is productive). Other than that I'm thinking about converting from a lot of D6 sources (and d20 certainly) less generic Stormtrooper stats, and other minions and henchmen stats. This supplement will have a smaller gear and weapons list - although NPCs will have their gear stated out and described in smaller lists.

I'm not sure how many people here have the Beta, but I'd appreciate any input.

"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

So, for those that want a simpler and more generic approach to differing weapons manufacturers produce, I have made this suggestion:

Weapons-manufacturers and some templates

So, based on feedback from the FFG forums I've been challenged by the idea of templates. Instead of simply adding some damage here, bumping some encumbrance there or the like. Whereas I'm no particular fan of this method, it is still a challenge and notion that I can appreciate – its easier and possibly better balanced than having to control all the different models that I have presented below

As a general rule which is slightly more «narrative» than the material presented below: when buying weapons normally, you could randomly decide what make it is (a Dx roll on a list of manufacturers or GM decides randomly). If a certain make is sought, or required, increase rarity at least by 1 and add at least 10% to the cost. Make does not in any way change the base stats of the weapon – unless one or two triumph(s) is rolled on the Negotiate/Streetwise check, which can grant the advanced template (see below) – this is up to the GM of course, not an automatic result.

When buying an attachment from a known manufacturer, i.e. from the same manufacturer that made your weapon/armour, increase rarity by 1-2, cost by 10-20%, but reduce HP requirement by 1 (to a minimum of 1).

Furthermore, at GM's discretion or if the attachment has a HP cost of 1, one modification option can be increased, or a drawback that comes with the basic modification can be removed. This should further increase rarity and price by at least 1 and 10% respectively: this could – should perhaps? – also replace the HP reduction above.

The only exception to this rule, would be the advanced and prototype templates:The prototype template:Cost: Multiply price by 5 or add 1,000 credits (whichever is higher).Rarity: Double or add 5 to rarity (whichever is higher); this can of course further change the price.Modification: Two characteristics of the weapon, armour or gear can be changed favourably, or a new quality can be added (except the superior weapon quality).Notes: This weapon also produces 1 advantage automatically, unless netting more threats, at which point 1 more threat is produced – due to the unstable nature of prototype weaponry and gear.

The advanced template:Cost: Double price or add 1,000 (whichever is lower).Rarity: Double or add 5 to rarity (whichever is lower); this can of course further change the price.Modification: One characteristic of the weapon, armour or gear can be changed favouably, or a new quality can be added (except the superior weapon quality).
The prototype template changes can increase or decrease one characteristics up to 50%, the other 25%.
The advanced template changes can increase or decrease one characteristics up to 50%.Limitations: Range can only be increased one band for ranged weapons, melee weapons cannot increase its range. Critical cannot be decreased lower than 1.
Always round up reduced values, increased values always round down.

The suggestions above are instead of weapons and armour presented below, with the exception of the attachments and gear.

"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

A notification on where my more of my stuff and work can be found is perhaps in order. It's not much yet, but I have a website (link in signature and here) where some of this stuff is posted, or linked to. More stuff is in the works and will be posted there in the coming days, weeks, months... as long as I play and produce stuff for my campaign.

"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."